Configuring UniversalRP for use | Package Manager UI website
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    Configuring UniversalRP for use

    To configure and use UniversalRP, you must first

    • create the Universal Render Pipeline Asset, and then
    • add the Asset to the Graphics settings for your Project.

    To read more about each step, see below.

    Creating the Universal Render Pipeline Asset

    The Universal Render Pipeline Asset controls the global rendering and quality settings of your Project and creates the rendering pipeline instance. The rendering pipeline instance contains intermediate resources and the render pipeline implementation.

    To create a Universal Render Pipeline Asset:

    1. In the Editor, go to the Project window.
    2. Right-click in the Project window, and select Create > Rendering > Universal Render Pipeline > Pipeline Asset. Alternatively, navigate to the menu bar in top, and click Assets > Create > Rendering > Universal Render Pipeline > Pipeline Asset.
    3. Either leave the default name for the Asset, or type a new one. You've now created a UniversalRP Asset.

    Tip: You can create multiple UniversalRP Assets to store settings for different platforms or for different testing environments. Once you've started using UniversalRP, try swapping out UniversalRP Assets under Graphics settings and test the combinations, to see what fits your Project or platforms best. You cannot swap UniversalRP Assets for other types of render pipeline assets, though.

    Adding the Asset to your Graphics settings

    To use the Universal Render Pipeline, you have to add the newly created UniversalRP Asset to your Graphics settings in Unity. If you don't, Unity still tries to use the built-in render pipeline.

    1. Navigate to Edit > Project Settings > Graphics.
    2. In the Scriptable Render Pipeline Settings field, add the UniversalRP Asset you created earlier.

    Note: When you add the UniversalRP Asset, the available settings in UniversalRP immediately changes. This is because you've effectively instructed Unity to use the UniversalRP specific settings instead of those for the built-in render pipeline.

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